Well, I tried those values, but it sill doesnīt work...
Or my check-code is not correct?? I dunno...
Please help me!

Nutty

06-09-2002, 06:36 AM

Are you sure you have a valid OpenGL rendering context, when you do this? I assume you do, or you wouldn't have been able to get the address of the allocate function. But thats all I can think of.

Nutty

jwatte

06-09-2002, 08:10 AM

That. Or your machine doesn't have the right AGP drivers installed (common on VIA chipset machines, I hear). Or your card is actually a PCI card, so there is no AGP memory. Or you are out of AGP memory. Or one of a million other things.

It's perfectly fine for AllocateMemory() to return NULL; the fallback case is to use malloc() for your memory. You can still call VertexArrayRange() on malloc()-ed memory, and it will still make vertex arrays draw faster when they're in that memory.

i had this problem too... does you driver support AGP ?
check out the renderer string.
if you have a pci-version only (this can be true even on agp machines) then try to allocate videomem with: glAllocateMemoryNV(size,0,0,1);

Nutty

06-09-2002, 08:24 AM

Although he said the nvidia demos work fine, I suppose he should verify that they are allocating AGP memory. Perhaps they're just falling back to video memory, or sys memory.

AdrianD

06-09-2002, 09:38 AM

nutty, you are right. the nvidia demos check for AGP mem first, and when they can't allocate it, they allocate pure videomem.

davepermen

06-09-2002, 10:30 AM

http://tyrannen.starcraft3d.net/PerPixelLighting

try this app, it reports from where the mem is allocated..

TheBlob

06-09-2002, 11:17 AM

Ok, I treid the app and I found out that itīs allocating the memory in GeForce RAM i.e video-mem. I have a GeForce1, but actually i thought the GeForce would provide AGP Memory...the problem is, that i wnat to allocate about 1024*1024*11 bytes *g*! Thatīs a little bit too much for VideoMem!
But I Canīt help it...thank you!